A landscape of dark chasms reaches a glow on the horizon beneath an immense celestial body and a starless sky.
Starless horizon — mood study.

The adventure

Pilot. Descend. Return. A journey, and a place to return to.

An old ship, worlds to cross, people you want to return to. Far From Humans is taking shape around those journeys out and back.

Discover the journey

Far From Humans is being built around an old ship, worlds to cross on foot and a crew to return to. Far away, the last routes. Aboard, people who still have things to say to one another.

Illustrations and visual studies for Far From Humans. These images are not screenshots of the game.

Pilot

Between a planet and a station, there is a ship to fly. We want you to feel the Voidrunner’s weight, inertia and thermal limits. Finding a path through debris or near FTLA Needles should call for attention while keeping flight approachable.

Its hull has been through a lot. Repairs and asymmetries are part of its identity. The aim is to get to know this machine, right down to the way it responds to the controls.

Descend

On foot, we are looking for places that once served a purpose: fossilised wrecks, ports built on several levels, technical infrastructure. Worlds also bear the marks of phenomena they should never have survived.

For combat, we are working with what an enemy’s body lets you read: its opening, orientation, tension and points of anchoring. Attacking, parrying, evading or breaking a system should change the situation and the space around you.

Return

We want a crew who eat, work and repair things without waiting for Drayne to live their lives. A conversation can begin without him. An absence should matter, as should tools left on a table or a repair in a familiar passage.

At the end of a journey, we want you to look forward to seeing someone aboard.

Masked, light-haired Drayne offers a tool to Echo as she leans over a mechanical part in an amber-lit workshop.
Drayne and Echo aboard — concept illustration.

Drayne and Echo

Life between departures.

A tool changes hands. A repair gets picked up together. Between departures, this is how a ship becomes a home.

Decisions that stay

Choices are designed to shift access, costs and trust. Opening one passage may save a community while forcing another to wait longer. The effects should be visible in routes and in people’s lives.

Connecting everything has become impossible. What remains is deciding which links to keep, and living with that choice.

A game under construction

Flight, exploration, combat and life aboard need to work together. That is the heart of the experience we are trying to build and test.

The transmissions are here to show that work: experiments, design decisions and images, each with its actual status.